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{{Categorize Trick}}
[[File:Nosebug STAR TEAM.png|thumb|right|alt=A player performing the nosebug.|A nosebug being performed on a map.]]
The '''Nosebug''' is a trick in [[Trackmania]] where the car's nose impacts a [[surface]], causing changes in direction, speed, and rotational velocity.
== Description ==
A nosebug occurs when a car's nose hits the ground while the inputs for a [[Bugslide|bugslide]] are being held. The impact can cause a sharp change in the car's trajectory and rotation, and under certain conditions, can even provide a speed boost.
== Use Cases & Purpose ==
The primary use for a nosebug is to navigate sharp turns that would otherwise require significant braking or a wider racing line. When chained together, high-speed nosebugs (also called [[Noseboost|noseboosts]]) can be used to propel the car in any desired direction, often achieving greater speeds than a normal path would allow.


{{Categorize Trick}}
== Conditions and limits ==
The outcome of a nosebug depends heavily on the car's speed upon execution:
 
'''Above 390 km/h:''' The nosebug counteracts ground friction with each [[Tick|tick]] of contact, providing a net acceleration. This effect is sometimes referred to as a '''Noseboost''', though there is an unanswered debate around a noseboost needing multiple nosebugs or a single speed-granting one being enough.


The '''Nosebug''' is a trick in [[Trackmania]] that involves a car's nose impacting a [[surface]] in a specific way, causing possible changes in direction, speed and rotational velocity. It is performed by holding the same [[Input|inputs]] as a [[Bugslide|bugslide]], that is: forwards, break, and a direction. It works at any speed.
'''Below 390 km/h:''' While still useful for sharp changes in direction, the trick does not provide a speed boost. The car will still lose speed to friction over time.


[[File:Nosebug STAR TEAM.png|thumb|right|alt=A player performing the nosebug.|Nosebug]]
'''Below 80 km/h:''' Will not happen. The car will simply fall down flat immediately.


== Mechanics ==
Due to the euclidean geometry used in Trackmania, a nosebug always covers more distance than a direct line, if such a line is possible. So its use must be weighed against the time saved in the turn as well as the outcome speed. Due to its inconsistency and the difficult setup required on most maps, the trick has a reputation for being unreliable in [[Real-Time Attack|RTA]] scenarios.
A nosebug can affect speed and direction depending on certain conditions:


* At speeds above 390 km/h, the nosebug can counteract the game’s friction effect, providing acceleration with every [[Tick|tick]] the nosebug occurs. This is frequently referred to as a '''Noseboost'''.
== How to Perform ==
* Below 390 km/h, while the nosebug can change direction sharply, it doesn't add any measurable speed. Friction still exists, which results in a net loss of speed over time.
Performing a nosebug requires a specific car state and input combination.


In addition to that, a nosebug will most often change a car's rotational velocity.
First, the car needs to be almost 90° (straight up), with only the front wheels on the ground. Achieving this specific car rotation while preserving speed is complex and often requires one of the following methods:


== Setup and Execution ==
* Using the rotational velocity from a preceding trick, like an [[Edge Bug|edge bug]].
The setup for a nosebug is complex and requires precise movements, if the track wasn't meant for it. Below are listed the most common ways to set one up:
* [[Clip|Clipping]] a wheel on a block or terrain edge to lift the rear of the car. Note that this method usually causes a significant speed loss.
* Abusing the rotational velocity given by an [[Edge Bug|edge bug]] or similar
* [[Clip|Clipping]] wheels on a block to lift the back of the car. However, this usually incurs a considerable loss of speed.


== Limitations ==
Once that is achieved, hold the same [[Input|inputs]] as a [[Bugslide|bugslide]]: '''accelerate''', '''brake''', and a '''direction'''.
A nosebug generally makes the car travel more distance than a direct path, so its usefulness will depend on the player's goal. Its usefulness is mostly limited to sharp turns. The only exception being a chain noseboosts, where the rotational velocity given by a nosebug is abused to get other noseboosts and propel the car in any desired direction with greater speed than originally.


== Trivia ==
== Examples in Practice ==
* There exists multiple online servers on the game [[TrackMania Nations Forever|TMNF]] dedicated to this mechanic, only including maps which involve at least one.
Many online servers, particularly in [[TrackMania Nations Forever|TMNF]], are dedicated to nosebug maps, featuring tracks built specifically to perform the trick repeatedly. Searching for "nosebug" on [[TrackMania Exchange|TMX]] will also return a lot of these specific-purpose tracks, along with public replays of completion.
* The term "nosebug" is often used in a humorous context within the [[Real-Time Attack|RTA]] Trackmania community due to its inconsistency and the challenging setup required to pull it off effectively.

Latest revision as of 08:36, 18 September 2025


A player performing the nosebug.
A nosebug being performed on a map.

The Nosebug is a trick in Trackmania where the car's nose impacts a surface, causing changes in direction, speed, and rotational velocity.

Description[edit]

A nosebug occurs when a car's nose hits the ground while the inputs for a bugslide are being held. The impact can cause a sharp change in the car's trajectory and rotation, and under certain conditions, can even provide a speed boost.

Use Cases & Purpose[edit]

The primary use for a nosebug is to navigate sharp turns that would otherwise require significant braking or a wider racing line. When chained together, high-speed nosebugs (also called noseboosts) can be used to propel the car in any desired direction, often achieving greater speeds than a normal path would allow.

Conditions and limits[edit]

The outcome of a nosebug depends heavily on the car's speed upon execution:

Above 390 km/h: The nosebug counteracts ground friction with each tick of contact, providing a net acceleration. This effect is sometimes referred to as a Noseboost, though there is an unanswered debate around a noseboost needing multiple nosebugs or a single speed-granting one being enough.

Below 390 km/h: While still useful for sharp changes in direction, the trick does not provide a speed boost. The car will still lose speed to friction over time.

Below 80 km/h: Will not happen. The car will simply fall down flat immediately.

Due to the euclidean geometry used in Trackmania, a nosebug always covers more distance than a direct line, if such a line is possible. So its use must be weighed against the time saved in the turn as well as the outcome speed. Due to its inconsistency and the difficult setup required on most maps, the trick has a reputation for being unreliable in RTA scenarios.

How to Perform[edit]

Performing a nosebug requires a specific car state and input combination.

First, the car needs to be almost 90° (straight up), with only the front wheels on the ground. Achieving this specific car rotation while preserving speed is complex and often requires one of the following methods:

  • Using the rotational velocity from a preceding trick, like an edge bug.
  • Clipping a wheel on a block or terrain edge to lift the rear of the car. Note that this method usually causes a significant speed loss.

Once that is achieved, hold the same inputs as a bugslide: accelerate, brake, and a direction.

Examples in Practice[edit]

Many online servers, particularly in TMNF, are dedicated to nosebug maps, featuring tracks built specifically to perform the trick repeatedly. Searching for "nosebug" on TMX will also return a lot of these specific-purpose tracks, along with public replays of completion.